Escalation (EnemySpawner exports, all tunable): - Wave size grows +1 enemy per wave, capped at 20 - Enemy health +15% and damage +10% per wave, applied identically on every peer via the spawn RPC before _ready (so hitbox stats and current_health pick them up) Boss milestone every 5th wave: the Snippest - the basic lobster at 5x scale and 5x combat stats (50 HP, 25 damage, 5x knockback and reach). Movement deliberately not 5x (1.2x - it lumbers). Pays 250 gold and always drops a health orb. Wave escalation multipliers stack on top, so later bosses keep scaling. Boss scene instances basic_enemy.tscn with the BossLobster script; visual/collision children are scaled uniformly in code (not the CharacterBody3D root, not shared shape resources).
8 lines
344 B
Plaintext
8 lines
344 B
Plaintext
[gd_scene load_steps=3 format=3]
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[ext_resource type="PackedScene" uid="uid://byknup31d2b53" path="res://level/scenes/enemies/basic_enemy.tscn" id="1_base"]
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[ext_resource type="Script" path="res://level/scripts/boss_lobster.gd" id="2_boss_script"]
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[node name="BossLobster" instance=ExtResource("1_base")]
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script = ExtResource("2_boss_script")
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